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Early Settlers is a simple little two story
map set in a grid-like pattern. Rooms are
arranged chamber-like, abutting each other
and set end to end. Most of these rooms
are linked in a six block rectangular matrix–
with an ground floor exit in each room going
to one of the three adjacent cells. Raised
walkways run along the outside walls of
each room and cross over to form the interior
partition between each area. These interior
ramps stand a half-level taller than the
exterior ones, and offer commanding views
from where they dart between the rooftops
of the village. At least one set of stairs
in each room links the ground floor with
both the interior and exterior walkways.
Only one room sits outside the block–
although placed off to the side, it remains
linked to the others with via same set of
platforms and one stair/one passage formula
on the ground floor. A few other closet-sized
rooms are about, but these seem to be more
a component of the atmosphere (see below)
than they are a legitimate part of the layout.
The grid system has numerous advantages–
along with the relatively small size of
the map, the regular and systematic interlinking
of the boards room keep connectivity very
high from one side of the map to the other.
Additionally, placement of staircases in
each room and the frequency of drop-down
access make movement from floor to floor
just as easy. A very basic design, but clearly
one that works. (B+)
Atmosphere is top notch, but not exactly
what one would expect from a quake level.
Set in a medieval village at dawn, Early
Settlers is positively filled with rosy
hues, both in the brightening sky overhead
and in the cheerful visage of the architecture.
The author has done a very good job of skillfully
crafting a credible village here amidst
all the standard accouterments of a deathmatch
board– walls are camouflaged with
believable building facades, and gothic
arches and pillared canopies fill up the
remaining space. Along with the architecture,
the texturing can half the credit for the
good looks of this map. A varied palette
of natural stone, grass, and bricks complete
the illusion of an idyllic little town.
Hardly your typical dark and gloomy DM map,
but somehow the warm and friendly environment
manages to convey authenticity without being
cheesy. Overall, an excellent effort. (A-)
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The author suggests that this map is similar
to one of his previous works, Grindmill.
Although I can certainly see the similarity
in some of the most basic design traits–
such as using elevated walkways in each
room and a underlying square layout–
I think the similarity really ends there.
Grindmill was a centralized map, with players
meeting to slug it out in a central plaza.
Early Settlement takes the other road, being
so decentralized that no particular place
holds a monopoly on the board's bloodshed.
The cellblock arrangement of rooms really
prevents players from grouping all together
in a single place unless they happen to
do so by a chance meeting, but it does create
some really interesting chases from block
to block. The connecting corridors generally
twist at least twice with 90-degree angles
as they progress from room to room–
effectively blocking line of sight. Players
in close pursuit of another will inevitably
lose sight of their prey as it progresses
into the next room, and may be surprised
to discover upon catching sight of him again
that someone else has joined the hunt from
a side corridor. The three-way slugfest
that then results is as intense as it is
brief. Usually it's better to go about running
down a target from one of the elevated walkways–
doing the same from the ground floor limits
your mobility by reducing your movement
options to either ascending the room's staircase
or departing via the only passage, both
of which can easily be covered by an opponent.
The RL holds sway over this map due to the
moderate ranges and close quarters, and
the author has placed it at the center of
the map to insure it will be heavily contested.
Parked well within view of both the overhead
walkways and all of the room's entrances,
this weapon is about the only spot on the
map that really draws players in. The LG
and PG are both placed in different cells
along the ground floor, while the RG, MH,
and GL are placed on overhead walkways.
I didn't find the RG particularly effective
on this map, but the author seemed to think
it warranted enough importance to rig it
to a map-wide alarm that blares when it
is picked up. Overall, gameplay seemed pretty
cut and dry– nothing spectacular but
still very enjoyable. (B+)
A solid little map that seems to get every
last bit of mileage out of what is otherwise
a very simple design. Energetic decentralized
gameplay, good weapons placement, and a
unique and superbly done atmosphere–
this one is well worth a look. (B+)
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